Nature’s strikes back!
Roots [ Q ]
Active – Instant
Roots the Guard, so that it cannot move. When rooted, the Guard heals allied units in his range and gains for each level of this ability a natural healing by 30 hitpoints per second as well as 5% magical damage reduction.
|1||5||5 sec.||-||500||Heals allies by 1% hp and 1 mana, the Guard heals 30 hp/s and has 5% magic resistance|
|2||5||5 sec.||-||500||Heals allies by 2% hp and 2 mana, the Guard heals 60 hp/s and has 10% magic resistance|
|3||5||5 sec.||-||500||Heals allies by 3% hp and 3 mana, the Guard heals 90 hp/s and has 15% magic resistance|
|4||5||5 sec.||-||500||Heals allies by 4% hp and 4 mana, the Guard heals 120 hp/s and has 20% magic resistance|
|5||5||5 sec.||-||500||Heals allies by 5% hp and 5 mana, the Guard heals 150 hp/s and has 25% magic resistance|
- Both the hp and mana aura do not apply to the Guard itself or any other rooted Guard
Natural Energy [ W ]
Active – Unit Target (Ally, Tank)
Invokes natural energy in the target area, which heals a certain percentage of the max HP and mana of allied tanks. The Guard receives 50% of the heal when uprooted and 100% when rooted.
|1||10||30 sec.||1300||400||Heals 5% max hp and 4% max mana|
|2||20||30 sec.||1300||400||Heals 10% max hp and 8% max mana|
|3||30||30 sec.||1300||400||Heals 15% max hp and 12% max mana|
|4||40||30 sec.||1300||400||Heals 20% max hp and 16% max mana|
|5||50||30 sec.||1300||400||Heals 25% max hp and 20% max mana|
Summon Treants [ E ]
Active – Instant
Spawns 2 treants with heavy siege damage fighting for the Guard. When rooted, 1 treant spawns passively every 20 seconds. Each level increases the strength of the treants.
|1||10||40||-||-||Treants last 14s and deal 60 damage|
|2||20||40||-||-||Treants last 18s and deal 120 damage|
|3||30||40||-||-||Treants last 22s and deal 180 damage|
|4||40||40||-||-||Treants last 26s and deal 240 damage|
|5||50||40||-||-||Treants last 30s and deal 300 damage|
- Treants attack every 1.5s, deal damage in 100 aoe and have 975 hp and 270 ms
- Treants benefit from weapon and armor upgrades
- The passive spawn always happens at the xx:00, xx:20 and xx:40 seconds mark
Entangling Roots [ R ]
Active – Area Target (Enemy)
Summons roots, which damage enemies in the target area and entangles them. Air units take 150% damage, but can’t be entangled. The ability is delayed by 0.5 seconds.
|1||48||60 sec.||1200||350||Deals 1000 damage and stuns for 1.5s|
|2||57||60 sec.||1200||350||Deals 1250 damage and stuns for 2.0s|
|3||66||60 sec.||1200||350||Deals 1500 damage and stuns for 2.5s|
|4||75||60 sec.||1200||350||Deals 1750 damage and stuns for 3.0s|
|5||84||60 sec.||1200||350||Deals 2000 damage and stuns for 3.5s|
Tank Cannon [ T ]
Passive – Unit Target (Enemy)
Primary tank weapon.
|1||-||1 sec.||900||-||Deals 60 damage to a random target|
|2||-||1 sec.||900||-||Deals 120 damage to a random target|
|3||-||1 sec.||900||-||Deals 180 damage to a random target|
|4||-||1 sec.||900||-||Deals 240 damage to a random target|
|5||-||1 sec.||900||-||Deals 300 damage to a random target|
- Like any other weapon in the game, this skill is based on phoenix fire
- If it would be sold as a regular weapon, it would be worth 4050 gold on level 5